KingDreadnaught wrote: Okay, someone please explain his red power to me clearly. "NEW TILES" means the Board's new tiles (falling down) or his own NEW Red Cd tiles...? If all new tiles falling down then he's legit at some point, if his own power then this is another Drax...= useless...
notamutant wrote: I don't understand why everyone thinks he will be all that great. He seems pretty mediocre to me. A chance at a few weak attack tiles is not all that enticing.
Vhailorx wrote: notamutant wrote: I don't understand why everyone thinks he will be all that great. He seems pretty mediocre to me. A chance at a few weak attack tiles is not all that enticing. I think it's hard to beat of he will be great. But the ability to generate special tiles as they enter the board is interesting and new. So I think people are excited at the new team synergies that might be possible.
Vhailorx wrote: But especially in pvp I suspect he will is too countdown dependent to be especially good.
Melevorn wrote: Vhailorx wrote: But especially in pvp I suspect he will is too countdown dependent to be especially good. I'm not so sure. The red countdown is fortified which should help a bit, and the green creates three 1-turn countdowns of which at least one (even two) should survive. Obviously requires a 5/3/5 build for that - but I think that's his default build for all situations unless up against a Protect spam specialist.
GrumpySmurf1002 wrote: The damage on his blue (~684 per AP) is quite good for a 4*, even without the other affects. I can't see doing anything less than 5 blue. I'm saying 3/5/5 is optimal. As notamutant said, the mechanic of his red is cool but its reliability is likely weak, and you already max the other damage at 3 red. Difference of a 100dmg or 200dmg attack tiles (or even 5-6 of them) is fairly negligible in the grand scheme of things.
Sandwichboy wrote: at 33% chance, firing off green will net you on average 6 attack tiles. Then add in an average of 1 per turn from just match 3s for four turns for another 4 tiles. That's 2190 damage a turn. The fact that it's fortified seriously increases it's reliability, and it's low cost means it's very easy to keep going. At 3 covers that's doing less than half that damage.
Tilesmasher wrote: But if you **** green or red you get even less of a return on those powers.. and he's built around them. So which power do you keep at 3 that doesn't make him useless?